Earlier quoted context omitted.
Is Unity the odd ball? I've never done any serious game dev but I've done plenty of screen drawing and Y-down is the only convention I've ever come across.
It's more that there isn't a standard, just a bunch of different conventions in different places. Unity is like DirectX, Godot is like OpenGL. Most content creation software that I've used are right-handed with Z-up, maybe dating back to CAD packages treating floor plans (or other 2D drawings) as XY? Maya is an exception here with a Y-up, and I think SolidWorks might be in that camp as well. https://twitter.com/DJ_Li…
Godot 3.2
121–130 of 141 posts
Re: Godot 3.2
#122Earlier quoted context omitted.
It's not coded in C#, it's written in C++. Release notes for a new version are not the place to list all the features of the engine. You can literally click on the home page and see "Object-oriented API with language options such as GDScript, C#, C++ and visual scripting.". If people give up "in disgust" because they can't find what language the engine uses for scripting immediately in the first sentence of a release…
So even looking around and following links, I still guessed wrong about what the hell it is. Nobody asked for, or needs, a list of "all the features" in a release announcement. Saying what the project is (such as that it is some kind of "engine", and maybe even what kind?) would have been a completely different, and much shorter and overwhelmingly more useful statement. What should motivate a reader who cannot even t…
https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNo...
https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNo...
Game engines this size often add many new features with every release, and the target audience (programmers and artists) want to know about all of them.
Re: Godot 3.2
#123Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike: ++ Open License and friendly community. ++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well. ++ The inbuilt scripting documentation is great. - C# is…
Edit: I believe also Scirra Construct uses the same.
Re: Godot 3.2
#124Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike: ++ Open License and friendly community. ++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well. ++ The inbuilt scripting documentation is great. - C# is…
concerning the +5000 open issues on github, when are you going to pick a few and see what you can do to fix them?
Re: Godot 3.2
#125Earlier quoted context omitted.
Y-down coordinates still feel weird to me too, but that's a pretty longstanding convention for screen space coordinates: https://www.ntu.edu.sg/home/ehchua/programming/opengl/images... (via https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_Exa... )
Is Unity the odd ball? I've never done any serious game dev but I've done plenty of screen drawing and Y-down is the only convention I've ever come across.
Re: Godot 3.2
#126Earlier quoted context omitted.
I think you are missing the fundamental purpose behind game engines. Game and graphics programming is really hard, and at times unapproachable to a lot of people. Moreover, in the real world, even experts prefer to use game engines just due to the fact that it is almost guaranteed that a raw renderer you write yourself is not going to be as good and optimized as a game egnine's renderer. Using game engines may not su…
If one doesn't understand how a game works, a framework is not going to help. This person will probably shoot himself in the foot. Here is a good video about benchmarking unity https://www.youtube.com/watch?v=tInaI3pU19Y
Re: Godot 3.2
#127I tried to learn it a little but I did not manage to understand how it works, I don't really like the whole WYSIWYG thing, it forces the developer to surrender control, and you waste a big amount of time teaching yourself how it works internally, time that could be spent being productive with a simple renderer. It also seems to support c++ as "gdnative", although it requires another compiler to link against godot's b…
Good luck with that, no, game consoles don't do GL, most Switch games use NVN and it remains to be seen if PS5 will have Vulkan support.
These engines and frameworks are welcomed by the industry, because in most studios game development teams, the programmers are a minority, game designers and scripters are who actually make the game.
Anyone that wants to learn how a computer works should learn Assembly and low level coding.
Get a Raspberry PI and do bare metal game coding in Assembly like we used to do in the 80's.
Re: Godot 3.2
#128Earlier quoted context omitted.
concerning the +5000 open issues on github, when are you going to pick a few and see what you can do to fix them?
Why should he/she? If I support Godot financially, I'm not going to pick up issues. Yet, I should be allowed to raise concerns, shouldn't I?
Re: Godot 3.2
#129Re: Godot 3.2
#130I tried to learn it a little but I did not manage to understand how it works, I don't really like the whole WYSIWYG thing, it forces the developer to surrender control, and you waste a big amount of time teaching yourself how it works internally, time that could be spent being productive with a simple renderer. It also seems to support c++ as "gdnative", although it requires another compiler to link against godot's b…
Unfortunately such a thing doesn't exist. You either have to choose something that hides the graphics API or use the preferred API of the platform (Metal on iOS/Mac, DX12 on Windows, Vulkan on Linux). If you decide to use a second class API then your UX will be second class but game engines don't suffer from that because they use the platform specific APIs directly.